Saturday, August 22, 2026

Seafoam Breaking On The Shore (Mottled Lands Future)

Just Now

A musican wakes up, they do not remember who they are. They climb out of a coffin to discover they lack flesh. They look at a great soft grey wall and feel something stirs in thier soul.

The Mottled Lands are a backwater of little intrest to anyone of note. There is no central government, just various independent towns and villiages eeking out a living. Long bloody generational feuds are the norm and considered preferable. It is good to suck yourself in passions and stories becouse it keeps the Fog out of your home. Traders from the Mirrored City maintain a port up here to buy furs.

A tenth of the land is lost to Deep Fog.

In A Year

A musician sits on the corner playing and hoping passers by will spare him (he decided) a few coins. He feels he's not able to convey the palpable feeling of anticipation he feels in his music.

A god-awful trapper turns out to be a good teasure hunter, finding something big in the forgotten megacity. This discovery is brought back to Mirrored City, where some very important people discover that it could change everything. Suddenly the Mottled Lands are flooded with sorcerors and graverobbers, eager to make it big.

An eighth of the land is lost to Deep Fog.

In A Decade

A musician breaks a candelabra over a soldier's head and jumps out the window. She (changed her mind) dives into the river, and curses that she's going to have to buy a new guitar.

The Mottled Land is at war with itself. The Colonial Authority, The Motley Revolutionaries, The Gnome Home, and others all via for control of the region and it's resources. Blood feuds and honor duels are no longer considered ethical. The old traditions are being cast into the Fog, and with them many settlements go as well.

A fourth of the land is lost to Deep Fog.

In A Century

A musician after many years realised what song they (settled on they eventually) have been trying to play this whole time. It is a dirge for the end of the world.

The Republic, the Seven Wizard Kings, the Eternal Emperor are all gone, all forgotten, all lost.

An small island is not yet in Deep Fog.

In ???

A musician is surprised to learn that the song turns out not to be a dirge but an encore, or even a lullaby.


Aisorbma, Fruit of Death

 People farm grain and fruit to grant themselves life. The immortals farm to grant themselves death. (We called them gods once, but they are merely giants) Ambroisa is long gone from the gardens on the holy mountain, replaced with the Aisorbma trees, who branches are cholric white, whose leaves are velvet black and whose fruit are death.

The giants can not die, are twice the size of mortal, have the strength of a hundred men,  magical power beyond understand, centuries of collected knowledge and are utterly convinced that they are helpless. They have tried every method of suicide possible and only one of them works. This method has been working slowly been reduced the population of a couple hundred to somewhere under thirty. It's agonizingly slow to watch the fruit grow, gather and distill them into the greatest poison, but the giants have unlimited time. Each usable dose takes around a century to produce, and each dose takes more time to produce then the last becouse the toxin has slowely been making them weaker and thier minds cloudier.

On it's own the Aisorbma fruit forces a save vs death when it's juice touch living flesh. The ULTIMATE POISON merely concentrates thousands and hundreds of fruit into a little murky fluid you could fit in a thimble. It instantly kills anything, even a giant. To survive merely being in in scent range of it you need to succeed a save vs death every ten minutes.

We know that any day now the next dose will be done any day now, and that when it does the giants will wake up from thier stupor to fight over who gets to die next. If you are able steal it and get away, without yourself dying to the poison, the giants, the scavangers or simply the cold up there then we might finally have a way to kill the Eternal Emperor.

G L Å U G U S T 2 0 2 6

Thursday, August 20, 2026

The Futility of Catagorization of Elements

I have a clear memory back in middle school, in line to get lunch and pondering what my Homestuck classpect was after my then friend confidently said he was a Mage of Mind (I might be missremembering). I had a problem choosing becouse classpects prescribe narrative roles and living people are not stories, therefor by picking one I was choosing what story I was saying about myself. I don't think I ever settled conclusively settled the question, but did hover somewhere around Space of Void.

A different unrelated memory is that one time I was sitting around a campfire and infodumping about Magic the Gathering Colors to my Mom during which she cautioned me not to build my worldview around it, I don't now remember if I was old enough for this to be something to cringe at. I guess if I really felt like it, I could cringe at how during the covid years, when my sister would talk about impulsively cutting her hair, I responded with "Moth moment" then started explaining Cultist Simulator to her.

There is something nice in these sets of elements, each with thier own symbol, colors, meanings, and assigned damage type. One might feel like the know something about a family friend who really likes hiking by claiming they have strong Heart, or assigning more meaning to a thunder rumbling in the distance while the clouds are still preparing to rain, so the air is still dry and warm. However hiking is tiring and satisifying without any symbols and thunder is awe inspiring without imagining gods of ceaseless motion.

Like my Mom tactifully reminded me years ago, it's important to remember that these are sets of elements chosen for gameplay. MTG Colors are for grouping card mechanics first and representing worldviews second, Cultist Simulator Aspects are designed for engaging with imagined occult knowledge via the manipulation of resource tokens, and Homestuck is a story set in a world that functions by video game logic. Each of these systems is a model that seems to describe reality but is colored not only by the perspective of each author but by the creative project they designed it for.

You may wonder what point I'm meandering towards with all of this and how it's relevent to RPGs, and I don't know either. I don't know if I have anything intresting to say about catagorization that more articulate authors have not already said, just memories and impressions that have come to me. I certainly don't have much to say in the constraints of speedrun mode. The whole exercise feels somewhat futile.

Tuesday, August 18, 2026

HELL ON WHEELS

Nobody knows where these cursed things come from. Metal carriages that roar like dragons and beltch noxious smoke. Ridden by orcs speaking a language that nobody knows, wearing strange clothes and wielding impossible weapons. Not even demons know what the fuck they are and where they come from. Their behaviour is clear enough however. These things rumble around, watch as us, shout incoherently and shoot if we get to close. They are forward scouts and we are not ready for the invading force.

INFERNAL CARRIAGE
HD 8 | DEF: As Plate+Shield | MRL: See Orcs | NA: 1 + 2d4 Orcs
  • Five times the speed of a horse. Deals 4d6 damage to anything it runs over.
  • Needs at least one orc at the helm to direct it's will.
  • Make a morale check when you first hear it's roar.
ORC
HD 1 | DEF: As Leather | MRL: 8 | NA: See Infernal Carriage
  • Carry horrible gonnes. They hit like a heavy weapon at the range of the bow, ignore armour and force a morale check the first time you hear thier thunder, even if your familiar with gonnes.




Sunday, August 9, 2026

d4 Awful Amulets

 An amulet is an object meant to protect you from evil. So generally speaking one invokes the powers of spirits noble and good to aid you. However some people manage to piss off everyone they could find or feel that thier power is not sufficent, or is otherwise desperate. In that case they might turn to one of these.

  1. Sea's Offering: Made of wave-worn coral with gold ornamentation, signifies you as one already claimed to anything that would eat you. However you will be swallowed instantly if you fall in the water and it has no effect far enough inland that the ocean can not be seen. Throw it into the ocean to offend something very old.
  2. Lacuna: Look away from it and you only remember that it fits in the palm of your hand. Things have a 1-in-6 chance to not notice it when they look upon it or it's wearer. You are not immune to this and should check if you forgot it somewhere each time you wake up. Swallow it to forget your name.
  3. Vile Spoon: Despite having been thoroughly cleaned it still smells absolutely awful. Nobody will want to eat anything within scent range of this thing and you have -2 Reaction with everyone while holding it. Shoving it into a living being's mouth forces them to vomit on a failed CON save, preventing them from doing anything for d6 rounds.
  4. Cradled Spark: When taken out of it's lead box, glows in pale blue light. All imbodied souls take 1 damage every day in it's presence, every disembodied soul takes 1 damage every combat round. Shatter it to teach the true name of fire to all within a 30' foot sphere. Those looking from the side are merely blinded and maybe a little singed.

Saturday, August 1, 2026

Lost Girl Session 1: Wake The Dead

I've started another campaign with my good friend Alice. This time the campaign consists of one system. Lost Girls by Wierd Writer. The only other system beyond the system I've spliced in so far is a win condition as prescribed by the the Bad Doctor. Alice's character Siouxsie will win the game if she dies knowing that there was someone who would have died to kill her and denies them the satisfaction.


Siouxsie woke up with dirt in her mouth, a pair pliers at her teeth and some twink straddling her. She’s a bit confused because the name ‘Siouxsie’ is all she remembers and he’s a bit surprised because corpses usually don’t move when you’re grave robbing them. While exchanging insults, the Siouxsie gets her lost girl accoutrements back and the twink invites the girl to join his gang. They seal the arrangement as is tradition, both put an unlit clove cigs in their mouth, roll it around and repeat with the other’s cigarette.

They then sneak out of the cemetery under the light of a bright moon. One that gives everything a blueish hue. Siouxsie is a pale and decomposing corpse, her ribcage is showing and part of her face has sloughed off. Her eyes are dark and sunken. She is a Dead Girl.  The twink leads her to a beaten up hearse, and offers her to pick some gear from his supply, he prides himself about being quite the tinkerer. He’s upset when she claims his body bag and absurdly large battle ready sledge hammer.

It’s late at night, the road is empty. There are flickering lamp posts and the sound of cars somewhere in the distance. Siouxsie finds a topic of conversation.

“So, what’s the gang’s name?”

“We’re The Banshees.”

“Since I’m Siouxsie, that’d make us Siouxsie and the Banshees. You know, like the band!”

The twink rolls his eyes, “Yeah whatever.”

“What’s your name by the way?”

He’s startled again, “Huh? It’s Elliot.”

“Okay, sissy.” Siouxsie responds to show she’s not getting too familiar with him.

They eventually arrive at the Banshee hideout, an old abandoned gas station. Where she meets the other two gang members in what once was a backroom. Serpentina is a Witch Granddaughter and considers herself the leader, because the other two want her. Her skillset centers around her charms and her curses. The next member is Robin, an almost orcish Smokeshow and Serpentina’s ex. Elliot is a part of this gang because Serpentina enjoys leading him on, he’s such a Messy Girl but can be very sneaky when he needs to be.

A week passes in relative ease. The new girl is found a fit of vandalized funeral garb to match her sisters. Elliot attempts to use Siouxsie as a shield against Robin with little success. Then it’s time for the three to introduce her to their patron.

They meet Annatrice the Crow Girl in a park that’s littered with trash. She’s enjoying a view of the pond. Annatrice does not hide that she knows Siouxsie, but the conversation moves on quickly. The mission is to recover a special knife from the murderer that has been terrorizing Cordwood Highschool. A high teaching establishment so bland and boring, that Cordwood Slasher is already the only thing anyone remembers about the place. Everyone already knows that all the victims are girls with brown hair, hazel eyes and their tongues cut out. Annatrice informs them about the name of the next victim, a girl named Millie will die in a couple days. She also warns that the Slasher will be difficult to take on in a direct fight, because “victims run, killers walk”.

After taking stock of the available resources. The gang decides to send Siouxsie and Elliot to break into the school at night, find out what they can about Millie from the office and use that to keep track down the killer. Everything goes according to plan, with the lockpicks and crowbar the Dead Girl stole from her boi-sister they quickly break into the office and let the Messy Girl get the information.

Thud. Thud. Thud. Steps echo outside the office. The empty school is filled with a tense silence, Siouxsie grips her hammer tighter, and waits. She needs to buy enough time for Elliot to find Millie’s documents. The silence drags on, whatever is standing behind the door is patient.

“Hey! Are you the Slasher? Give us the knife!”

The response reverberates in a deep leaden voice.

“NO.”

The Dead Girl decides to try to disarm the assailant, take the knife and make a break for it. She dashes out the door to see a huge 10 ft tall figure in a wet trenchcoat, face obscured in the dim light, except for a single bloodshot eye. Each hairy hand is large enough to wrap around her head like it was a tennis ball. A steak knife gleams in one of them, it looks almost comically small.

Siouxsie skids to a stop and looks up, starting to twirl her hair.

“Wow, do you have a number?~”

“NO.”

The moment stretches on, the Slasher looks into her eyes and sees that they are not hazel, so he is not interested. He takes two steps forward, pulls the sledgehammer out of her hand and throws it through a nearby wall.

“LEAVE.”

At which point Elliot decides he’s found enough, and the two lost girls make themselves scarce. The Cordwood Slasher motionlessly watches them run into the night. On the ride back home, Siouxsie thirsts over the giant and the annoyed Elliot suggests running her over. Siouxsie is receptive to the idea, much to the graverobber’s chagrin.

Monday, June 15, 2026

Smoke Kisses Sky - Session 5 and Post Mortem

Smoke Kisses Sky has come to an anticlimactic conclusion after around four sessions.

Session 5 started with Matilda and her loyal goon debating what if any oaths to they would make in front of the Sphinx of Black Quartz. After a long amoung of thought, the goon made an oath whose exact wording have been lost to time, and gained both the doppleganger curse and the service of the daemon known as Kosmos.

Then I proceeded to stare blankly into space, and failed to think of what to do next. After Alice suggested we do something else I agreed, then we didn't bring up the campaign for some amount of weeks. When we did get around to it, it was in agreement that neither of us was intrested in continuing to play it and agreement to try a different game sometime instead.

I blanked out on how to proceed after the Sphinx's oath becouse I had felt that I had massively fumbled the Sphinx in terms of pacing and delivery of information, and therefor turned off my brain so that I couldn't do anything else wrong. I am of course aware that this was an irrationally emotional response and that nothing terrible happened but that didn't stop me having a mental block in the moment. However I didn't get around to getting the campaign back on track later becouse I had already lost my motivation and fixated on other things to the detrement of this campaign.

I felt like I was stumbling through the campaign without any clear intent of if I was trying to play an OSR or storygame or even trad game style. I had thrown a bunch of ideas and mechanics I was excited for into the game but didn't figure out how to make them cohere into something I was confident with. Alas.